I thought the concept of the game was really cool. Having to use the reward from a different puzzle to solve a new one felt neat, but since that was the case I'm not sure why you didn't just make it a linear path instead of having the illusion of choice at the beginning. The assets and overall look of the game was pretty good too.
Also on the level where you use binoculars to make the false platforms fall off you can still walk over where they were and be ok. Minor thing but it was a funny little glitch
I really like the puzzles and how they use tools that you unlock in previous levels to go through other levels. It makes it so you actually have to think about the things you are getting instead of being oh I do this I do that. If there was an expansion to the game, it would be interesting to implement rooms that require the use of multiple tools to get through it. The only issue I have is the lack of clarity with some tools. For example, when I got the bow, I had no idea how to use it and died. Otherwise, I think it was a well-designed and implemented game.
I really like the use of enviromental hazards as an obstacle for the player, as well as how the power ups were designed to interact with them. I liked how the UI made your progress very clear as well. I personally found that the camera made navigation a little difficult or odd at times, especially when it was super far away from the player. I did like the variety in the gameplay, however.
A puzzle game is always cool. However, I was a bit weirded out when the rooms were amazing , the enemies look cool, and then the user model was just a basic unity capsule. Just plastering a t posing model would've been so nice as an addition.
More instructions and some way of keeping track where you are in the game would also be extremely beneficial. It's kinda hard to keep track where you're going and then all of a sudden you die and your back at the beginning.
I like the puzzle element in the game by using the tool found in the previous room and the item bar as well. But I think it's better to add some hint because it took me some time to figure out which room to start with. Moreover, the model of player can be replaced to fit the art style.
I really liked the concept of the game of finding items which would allow you to move forward to the next room. My one recommendation would be to add some design to the main character since right now it is just a capsule. I liked the little bar at the bottom which showed the items collected. Also the inclusion of 3 lives kept things from getting repetitive.
I loved the puzzle structure for this game where every room provided a tool to help in the next room, I only wish it was a little clearer which room the game wants you to start in so the player isn't running into a bunch of unwinnable scenarios at first.
I really like the concept of the game and I think the theme was well executed. The inclusion of the three lives was nice, but I feel like I could better use them with a little bit more instruction for each room. I also feel like, for the intensity of the game, the player should be able to move a little faster. But I think once I got the hang of the game, it was really amusing to finish.
The music gives the tomb a windy, hollow feeling, a sensation of always being on edge and one step away from an ancient trap. The aesthetic of the game is cool and the separate rooms give a good sense of place in the game. It would be very helpful to have more in game tutorialization for game mechanics like the crossbow.
I really enjoyed the gameplay and asset detail. I felt that the player just being a cylinder didn't match the overall theme, but the rest of it was on point. Having more consistent camera angles would be helpful as well, but the feel of the game is excellent!
Overall aesthetics are amazing; great details. Maybe adding more aesthetics for the main character as well; more than the round cylinder. Maybe a small bug but it was very nice to play. :)
The gameplay/aesthetics is reminiscent of how games in the PS2 era looked. All the tomb levels in the game are uniquely made that makes the game exciting. For example, the traps in the game such as the walls closing in on the player and enemies that try to hunt you down. Overall, great game. I did spot a bug while fighting off the other enemies. The arrows seem to be spammable and aren't facing the right direction. Other than that, great job!
I really like how atmospheric this game is, the tomb levels are well designed and interesting to navigate through. One nitpick I have is that the player model being just a capsule in such a developed and immersive environment made it feel a little out of place. A save system or checkpoint system might be a good addition to make the user experience a little less frustrating. Good job!
This game had great aesthetics. I wish there were a bit more instructions or maybe a checkpoint system. It would be a little frustrating to be close to winning and then lose. But I really liked the individual rooms, where they had their own gimmicks. The idea was really cool overall.
Very cool and atmospheric, I like the static camera angles and death animations. I was never confused on what to do, and the gameplay being trial and error works with the tomb exploration theme. It feels like a prototype of a game that could be developed a lot more. A checkpoint system would be nice to have instead of having to start over from the beginning, and the atmosphere could be elevated with some changes to the lighting (darkness, torches, etc.)
The falling platforms section is really well done and I like how each item lets you get the next one but in the beginning I think making the player so slow could lead them to think the game is bugged and they might not find the boots in the first room they go to so they could end up just walking around without getting the boots.
I really like the graphics and the cave sound details. I wish the capsule was something different to fit the whole aesthetic of the game, and the mummy scene is hard as a first timer.
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I thought the concept of the game was really cool. Having to use the reward from a different puzzle to solve a new one felt neat, but since that was the case I'm not sure why you didn't just make it a linear path instead of having the illusion of choice at the beginning. The assets and overall look of the game was pretty good too.
Also on the level where you use binoculars to make the false platforms fall off you can still walk over where they were and be ok. Minor thing but it was a funny little glitch
I really like the puzzles and how they use tools that you unlock in previous levels to go through other levels. It makes it so you actually have to think about the things you are getting instead of being oh I do this I do that. If there was an expansion to the game, it would be interesting to implement rooms that require the use of multiple tools to get through it. The only issue I have is the lack of clarity with some tools. For example, when I got the bow, I had no idea how to use it and died. Otherwise, I think it was a well-designed and implemented game.
I really like the use of enviromental hazards as an obstacle for the player, as well as how the power ups were designed to interact with them. I liked how the UI made your progress very clear as well. I personally found that the camera made navigation a little difficult or odd at times, especially when it was super far away from the player. I did like the variety in the gameplay, however.
A puzzle game is always cool. However, I was a bit weirded out when the rooms were amazing , the enemies look cool, and then the user model was just a basic unity capsule. Just plastering a t posing model would've been so nice as an addition.
More instructions and some way of keeping track where you are in the game would also be extremely beneficial. It's kinda hard to keep track where you're going and then all of a sudden you die and your back at the beginning.
I like the puzzle element in the game by using the tool found in the previous room and the item bar as well. But I think it's better to add some hint because it took me some time to figure out which room to start with. Moreover, the model of player can be replaced to fit the art style.
I really liked the concept of the game of finding items which would allow you to move forward to the next room. My one recommendation would be to add some design to the main character since right now it is just a capsule. I liked the little bar at the bottom which showed the items collected. Also the inclusion of 3 lives kept things from getting repetitive.
I loved the puzzle structure for this game where every room provided a tool to help in the next room, I only wish it was a little clearer which room the game wants you to start in so the player isn't running into a bunch of unwinnable scenarios at first.
I really like the concept of the game and I think the theme was well executed. The inclusion of the three lives was nice, but I feel like I could better use them with a little bit more instruction for each room. I also feel like, for the intensity of the game, the player should be able to move a little faster. But I think once I got the hang of the game, it was really amusing to finish.
The music gives the tomb a windy, hollow feeling, a sensation of always being on edge and one step away from an ancient trap. The aesthetic of the game is cool and the separate rooms give a good sense of place in the game. It would be very helpful to have more in game tutorialization for game mechanics like the crossbow.
I really enjoyed the gameplay and asset detail. I felt that the player just being a cylinder didn't match the overall theme, but the rest of it was on point. Having more consistent camera angles would be helpful as well, but the feel of the game is excellent!
Overall aesthetics are amazing; great details. Maybe adding more aesthetics for the main character as well; more than the round cylinder. Maybe a small bug but it was very nice to play. :)
The gameplay/aesthetics is reminiscent of how games in the PS2 era looked.
All the tomb levels in the game are uniquely made that makes the game exciting. For example, the traps in the game such as the walls closing in on the player and enemies that try to hunt you down. Overall, great game. I did spot a bug while fighting off the other enemies. The arrows seem to be spammable and aren't facing the right direction. Other than that, great job!
I really like how atmospheric this game is, the tomb levels are well designed and interesting to navigate through. One nitpick I have is that the player model being just a capsule in such a developed and immersive environment made it feel a little out of place. A save system or checkpoint system might be a good addition to make the user experience a little less frustrating. Good job!
This game had great aesthetics. I wish there were a bit more instructions or maybe a checkpoint system. It would be a little frustrating to be close to winning and then lose. But I really liked the individual rooms, where they had their own gimmicks. The idea was really cool overall.
Very cool and atmospheric, I like the static camera angles and death animations. I was never confused on what to do, and the gameplay being trial and error works with the tomb exploration theme. It feels like a prototype of a game that could be developed a lot more. A checkpoint system would be nice to have instead of having to start over from the beginning, and the atmosphere could be elevated with some changes to the lighting (darkness, torches, etc.)
The falling platforms section is really well done and I like how each item lets you get the next one but in the beginning I think making the player so slow could lead them to think the game is bugged and they might not find the boots in the first room they go to so they could end up just walking around without getting the boots.
I really like the graphics and the cave sound details. I wish the capsule was something different to fit the whole aesthetic of the game, and the mummy scene is hard as a first timer.